Friday Facts #114 - Better train conditions

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kovarex
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Friday Facts #114 - Better train conditions

Post by kovarex »

How do we learn the UI design on the fly: https://www.factorio.com/blog/post/fff-114

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Re: Friday Facts #114 - Better train conditions

Post by Ohlmann »

I hope "soon" is "very soon" :p

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Klonan
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Re: Friday Facts #114 - Better train conditions

Post by Klonan »

FFFFF i got tricked!

I hope soon is very soon too :D

EDIT: That rail building is looking sexy, and the new UI too. It would be good if there was a conditional 'refuelling station' that the train would head to if its low on fuel, instead of requiring fuel at one of the stations on the schedule
Last edited by Klonan on Fri Nov 27, 2015 6:45 pm, edited 1 time in total.

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Re: Friday Facts #114 - Better train conditions

Post by ratchetfreak »

I think you forgot to update the forum

http://www.factorio.com/blog/post/fff-114

or I got ninja'd eitherway is fine :|
Last edited by ratchetfreak on Fri Nov 27, 2015 6:50 pm, edited 1 time in total.

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Re: Friday Facts #114 - Better train conditions

Post by katyal »

SOON™?

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Re: Friday Facts #114 - Better train conditions

Post by Ohlmann »

Worth the wait.

You seem to have nailed what was needed for trains.

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Re: Friday Facts #114 - Better train conditions

Post by _aD »

Looking great. Clearly the devs love trains as much as we do!

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Re: Friday Facts #114 - Better train conditions

Post by katyal »

Are the conditions set per station or do they apply to every stop?

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Re: Friday Facts #114 - Better train conditions

Post by deepdriller »

katyal wrote:Are the conditions set per station or do they apply to every stop?
Per station. I thought that was stated clearly though.

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Re: Friday Facts #114 - Better train conditions

Post by Zeblote »

I really like that new rail building thing :D

Finally no more fiddling with tiny diagonal pieces.

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Re: Friday Facts #114 - Better train conditions

Post by jeroon »

The Dutch version of Santa Claus visits december 5th, and I know what I'm going to ask for this year: New Trains! :D

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Re: Friday Facts #114 - Better train conditions

Post by Theace98 »

When using the train interface I was always of the idea of "I'll cope" which probably led to me subconsciously avoiding trains with the nightmare of automating them so the new UI should really help there. Now that I'm seeing the train tool in a practical use (I don't consider twisty windy paths as practical even in OpenTTD I'll demolish half the town just to establish a passenger train route.(Passenger ones only, goods will go around, I'm not a monster)) I can understand why it'd be useful, with lack of switching between hotbar Iitems.

It'd be great if the game could look at junction system and give you a recommended layout of signals for the junction setup (maybe you select the track at a junction and it calculates the best way to have trains queuing to go on while a train on always has a way off) but given how much of a headache that would probably be, not expecting it.
I typically play Factorio, Minecraft, Rimworld, Starsector, Prison Architect and Stardrive 2. Oh and add XCOM, FTL and Homeworld. And Transport Tycoon...

Quite frankly, it's a miracle I get anything done.

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Re: Friday Facts #114 - Better train conditions

Post by transportman »

What I still miss in the train schedule window is an easy way to change the order of stations. Is something planned for that?

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Drury
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Re: Friday Facts #114 - Better train conditions

Post by Drury »

Klonan wrote:FFFFF i got tricked!

I hope soon is very soon too :D

EDIT: That rail building is looking sexy, and the new UI too. It would be good if there was a conditional 'refuelling station' that the train would head to if its low on fuel, instead of requiring fuel at one of the stations on the schedule
OpenTTD has a thing for this, it's called "Conditional Order Jump" - an order that, when executed, checks the train's condition and decides whether to continue on to the next order, or rather skip to a specific order.

An instance of what the order window would look like for each order with this system in Factorio:
1. Refueling Station

Wait until:
Full refuel

Order Jumps:
Continue to order 2 (default order, you wouldn't have to set this in the window every time)

2. Iron Ore Mine

Wait until:
Timer 20 seconds
OR Full load Iron Ore

Order Jumps:
IF Timer 20 seconds Jump to order 4
ELSE Continue to order 3

3. Main Furnaces

Wait until:
No Cargo

Order Jumps:
IF Fuel in tank <10 Jump to order 1
ELSE Jump to order 2

4. Small Furnaces

Wait until:
No Cargo

Order Jumps:
IF Fuel in tank <10 Continue to order 1 (default jump for the last order in the order list)
ELSE Jump to order 2

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Re: Friday Facts #114 - Better train conditions

Post by y.petremann »

If stations gets circuit connections, it would be interesting to have them being able to be enabled/disabled from circuit conditions. It would permit to have train not going to disabled stations.

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Re: Friday Facts #114 - Better train conditions

Post by matheod »

So, I took me time to understand this :
In-activity - No items were added or removed for specified amount of seconds.
Because for me, if no item are added or removed after a specified amount of seconds, then the train is not in activity. For me a train waiting in a station while no item are added/removed is not in activity, it's the contrary.

So after thinking I understand why it's call In-activity, but I think the name should be changed.

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Re: Friday Facts #114 - Better train conditions

Post by GenericKen »

Is there any chance that you'll add the ability to blueprint train station names?

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Drury
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Re: Friday Facts #114 - Better train conditions

Post by Drury »

matheod wrote:So, I took me time to understand this :
In-activity - No items were added or removed for specified amount of seconds.
Because for me, if no item are added or removed after a specified amount of seconds, then the train is not in activity. For me a train waiting in a station while no item are added/removed is not in activity, it's the contrary.

So after thinking I understand why it's call In-activity, but I think the name should be changed.
Yeah, they meant to say inactivity, without the hyphen.

To make it abundantly clear it can simply read "idle"

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Re: Friday Facts #114 - Better train conditions

Post by joshwo69 »

*drools* oohhh this update will be sweet! Loving it so far!

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Re: Friday Facts #114 - Better train conditions

Post by hitzu »

Image
I wish building belts, pipes and especially power lines would be the same.

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